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Question by AsmaNZL · Oct 16, 2018 at 02:00 AM · rotation3dtanks

Rotate rigidbody towards mouse position

Hi all,

I'm trying to get the tanks tutorial to rotate the tank to face the cursor instead of using the A and D keys on the keyboard,

currently the A and D keys rotate the y axis of the rigidbody

    // Determine the number of degrees to be turned based on the input, speed and time between frames.
             float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
             // Make this into a rotation in the y axis.
             Quaternion turnRotation = Quaternion.Euler (0f, turn, 0f);
            
 
         // Apply this rotation to the rigidbody's rotation.
     m_Rigidbody.MoveRotation (m_Rigidbody.rotation * turnRotation);


I don't want to simply rotate the transform as that seems to disable the W and S movement which I would like to keep in tact.

Thanks for any help.

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avatar image AsmaNZL · Oct 16, 2018 at 02:16 AM 0
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I've managed to get this somewhat working using this code. Although the results aren't as accurate as I would like... the tank faces the cursor but not overly accurately, does anyone know how to achieve better results, I am very new to the physics stuff.

    private void Turn ()
         {
             objectPosition = camera.WorldToViewportPoint(transform.position);
             mousePosition = (Vector2)camera.ScreenToViewportPoint(Input.mousePosition);
 
             float angle = AngleBetweenTwoPoints(objectPosition, mousePosition);
 
             // Deter$$anonymous$$e the number of degrees to be turned based on the input, speed and time between frames.
             //float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
 
             // $$anonymous$$ake this into a rotation in the y axis.
             //Quaternion turnRotation = Quaternion.Euler (0f, turn, 0f);
 
 
             // Apply this rotation to the rigidbody's rotation.
             m_Rigidbody.rotation = Quaternion.Euler(new Vector3(0, angle, 0));
         }
 
         float AngleBetweenTwoPoints(Vector2 a, Vector2 b)
         {
             return $$anonymous$$athf.Atan2(b.y - a.y, a.x - b.x) * $$anonymous$$athf.Rad2Deg;
         }

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